layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;

layout (std140) uniform Uniforms {
    mat4 worldViewProjection;
    bool useColorGrading;
    float keyValue;
    float minLuminance;
    float maxLuminance;
    bool autoExposure;
    float fixedExposure;
};


out vec2 texCoord;

void main()
{
    texCoord = vertexTexCoord;
    gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
}